You are on page 1of 11

Q's and A's

1. Ability scores generation method?


3d6 in order. After you roll, you may switch abilities between the the following two sets (Str, Dex, Con and
Int, Wis, Cha) to have some variety. We are currently experimenting with this rule.
2. How are death and dying handled?
At 0 or a negative number you save versus death or die. If you save you revive to 1hp in 1d6 rounds.
Monsters love to coup de gras helpless dudes. So you are probably going to die anyway.
3. What about raising the dead?
Nope. You don't want to die then run away or don't put yourself in a bad situation.
4. How are replacement PCs handled?
You can take over a hireling in the short-term, or you can roll a new character.
5. Initiative: individual, group, or something else?
Group: 1d6 highest goes first.
6. Are there critical hits and fumbles? How do they work?
Yes. Double rolled damage on a natural 20. A roll of one results in consulting a 1d8 subtable on my GM
screen for hilarity.
7. Do I get any benefits for wearing a helmet?
Not specifically, although there are magic helms with a +1 bonus.
8. Can I hurt my friends if I fire into melee or do something similarly silly?
Yes, if you fire from behind the first rank a low roll (1-3) will indicate you hit a comrade. We have had PCs
struck and hirelings outright killed in this manner. You can fire over dwarves and halflings. You can use
polearms from the second rank too.
9. Will we need to run from some encounters, or will we be able to kill everything?
You will need to run.
10. Level-draining monsters: yes or no?
Absolutely. Life is rough, get used to it.
11. Are there going to be cases where a failed save results in PC death?
Save or die happens at least once a session, it seems like.
12. How strictly are encumbrance & resources tracked?
Yes, on a simplified movement and encumbrance table.
13. Whats required when my PC gains a level? Training? Do I get new spells automatically? Can it happen
in the middle of an adventure, or do I have to wait for down time?
No. Yes when you return to town. Sure. Downtime.
14. What do I get experience for?
Any treasure with a gp value. Treasure comes in many forms (85-90%)
Monsters (10-15%)
Carousing: Spending gold for xp by doing stuff out of game related to your character
First time you join our wiki you get 100xp, you write a session report you get 100/per report. Some players
have made a living of the latter.
15. How are traps located? Description, dice rolling, or some combination?
Depends on the trap. Anyone can find a trap. Don't often play with thieves because I believe all the classes
are thieves. Having said that I now have TWO thieves in the party lol.

16. Are retainers encouraged and how does morale work?


Strongly. If a PC or hireling is killed a check is made. If they fail they run away. Buy them sweet gear and
increase their morale.
17. How do I identify magic items?
Use it, or pay a MU if one is available in town.
18. Can I buy magic items? Oh, come on: how about just potions?
No h-way. Magic items are not for sale. Well at least not to buy. If it fit the needs of the scenario I might
consider a low level item but it would have a specific purpose and wouldn't be a long-term thing.
Otherwise, if you want something, go research and then adventure for it.
19. Can I create magic items? When and how?
Maybe, but we will never see high enough level to worry about it.
20. What about splitting the party?
Ha. Haha. Hahaha. Muhahaha. Muaahahahahahahaahaha!a
Our LL-B/X (OD&D & AD&D) House Rules
Much like the D&D game, our house rules are a pastiche. We base our game on Labyrinth Lord (LL) and are
excited to see what the Advanced Edition Companion (AEC) has to say in a few months.
Our primary gaming experiences are from Moldvay Basic (B/X) and Advanced Dungeons and Dragons
(AD&D). Add on top of that a healthy interest in Sowrds and Wizardry (S&W) and you arrive somewhere
close to our house rules. Our minis-lite approach stems from 3rd Edition and there's even one item from
4th Edition (Gads, I guess we just blew up the edition wars, ha!) Fun is always the final arbiter in our game.
We enjoy playing with minis and tiles. In our view, there's nothing wrong with a wee taste of tactical play.
To that end we decided that the emphasis on rules-lite that suits our busy lifestyles does not exlcude a
rule-lite approach to minis. We aren't power gamers and don't sit up at night finding new ways to bust the
rules. So the below works for us:
Character Generation:
Abilities: 4d6, [drop lowest], arrange to taste or 3d6 depending on adventure
Hit Points: Maximum hp at 1st level
Darkvision: Demi-human have vision in the dark instead of heat-sensing infravision
Clerics:
Spontaneous Casting: Clerics can spontaneously cast any spell for a healing spell of the same level.
Double (Spell) Dipping: Clerics may not memorize the same spell twice in one day without the use of
magical items.
Turning: For every turn attempt per day after the first the player adds +1 to the difficulty number on the
Turning Undead Table.
Bonus Spells: Clerics with Wisdom 15+ receive 1 bonus 1st level spell/day.
Scrolls: Clerics may write their own spell scrolls at a cost of 250gp per level of the spell. The writing time
is one week per spell level. Up to three spells can be written on a scroll.
Magic-Users:
Spontaneous Casting: Magic-Users may spontaneously cast any spell for Detect Magic or Read Magic.
Weapons: Magic-Users may use dagger, dart, quarterstaff, or sling. Human Magic-Users may use the
longsword. Elven Magic-Users may use the longbow.

Double (Spell) Dipping: Magic-Users may not memorize the same spell twice in one day without the use of
magical items.
Initial Spell Books: Magic-Users/Elves begin play with Detect Magic, Read Magic, two 1st level spells, and
one 2nd level spell, of the players choosing.
Scrolls: Magic-Users may write their own spell scrolls at a cost of 250gp per level of the spell. The writing
time is one week per spell level. Scroll can hold a maximum of three spells.
Bonus Spells: Magic-Users with Intelligence 15+ get 1 bonus 1st level spell/day
Thieves:
Thieves use d6 for HP
Fighters:
Only the human fighter may use the two-handed sword
Excluding obvious two-handed weapons (halberd and two-handed sword), a fighter may wield any
weapon on the weapon list two-handed and increase the damage die of that weapon by 1 (example: Battle
Axe d8, wielded with two hands d10)
Dwarves:
Hit Points: Dwarves use d10 for HP
Racial Enemy: Dwarves are +1 versus Orcs and Goblins
Two Handed Weapons: Dwarves may use the spear and the halberd, but not the two-handed sword.
Armour Class: Armor class (+2) improves when attacked by creatures larger than man-sized (7 feet and
over)
Halflings:
Armour Class: Armor class (+2) improves when attacked by creatures larger than man-sized (7 feet and
over)
Elves:
Racial Weapon: Elves receive a bonus of +1 with the longbow
Two Handed Weapons: Elves may use the halberd, but not the two-handed sword.
Armour and Spell Casting: May only cast spells while wearing magical armour.
Initial Spell Books: See Magic-User.
Scrolls: See Magic-User.
Bonus Spells: Elves with Intelligence 15+ get 1 bonus 1st level spell/day
Gods:
Lawful Gods:
Torm, God of Duty
St. Cuthbert, God of Justice
Neutral Gods:
Obad-Hai, God of Nature

Mystryl, Goddess of Magic


Chaos Gods:
Tiamat, Goddess of Vengeance
Orcus, God of (Un)Death
Combat:
Ascending Armor Class
Critical Hits: Natural 20 roll DMG dice x2
Critical Fumble: A natural 1 means consult critical fumble table
Hammer, light 1d6
Hammer, War 1d8
Heavy Crossbow 2d4 (Rate of fire )
Mace, Heavy 1d8
Two-Handed Sword 2d6
Mini Rules:
To Hit Bonuses: Flank +2, Prone +4, Attack from Behind either +2 or +4 to hit circumstance bonus (DM
call).
Coup de Gras: Helpless opponent (Auto-Hit Save vs. Death + DMG or die)
Moving: Any direction 5ft
No Threatened Squares, No Attacks of Opportunity, No 5ft Step
When adjacent to an opponent, movement is reduced by half
Spears/Halberds: Have 5ft reach (1 Square); can also attack from the 2nd rank
Missile Attack into Melee: Attack at -2, a natural low roll may hit party member (DM call).
Missile Attacks: Must be more than 5ft (1 square) from target.
The universal point blank range: 15ft (or 3 squares away). Any missile attack within PBR (or from either
10 or 15ft away) is +1 to hit. Any weapon listed at long range is -1 to hit (see page 54).
Combat Movement:
Human/Elf: 30 ft or 6 squares
Halfling/Dwarf: 20 ft or 4 squares
Death and Dying:
Hit Points:
0 HPs: Unconscious for 1d6 turns then revives to 1 HP
-1 to -10 HPs: Save vs. Death, Save means 0 HPs (as above)
Below -10 HPs: Dead, No Save
Bind Wounds: Heal 1-3 hit points after each combat if 5 minutes spent
Can bind unconscious characters wounds to revive (with 1 hp)

Funeral Pyres: If the body of a fallen fellow adventurer is recovered it may be burned on a funeral pyre.
PCs may donate up to 100gp/level of their fallen comrade in gold, jewels, etc and earn an equivalent level
of experience point bonus.

FRIDAY, APRIL 16, 2010


Level Titles
Happy Friday everyone.
There are two sets of titles here. The first are some homebrew level titles designed for the Core LL rules
and the second for the Advanced Edition Characters.
What started this? I really dislike "Veteran" for a first level fighter. One thing after another, and I have new
level titles for everything.
I've never created level titles before, so feel free to nit-pick.
CLERICS
Level Title
1 Acolyte
2 Devotee
3 Friar
4 Zealot
5 Priest
6 Crusader
7 Templar
8 Ecclesiarch
9 High Priest
MAGIC-USERS
Level Title
1 Channeller
2 Spellweaver
3 Magus
4 Arcanist
5 Mage
6 Summoner
7 Magister
8 Warlock

9 Arch-Mage
FIGHTERS
Level Title
1 Swordsman
2 Freebooter
3 Sellsword
4 Warrior
5 Swordmaster
6 Weaponmaster
7 Myrmidon
8 Champion
9 Warlord
THIEVES
Level Title
1 Thug
2 Knave
3 Purse-Cutter
4 Charlatan
5 Master Purse-Cutter
6 Vagabond
7 Sneak-Thief
8 Master Sneak-Thief
9 Guildmaster
DWARVES
Level Title
1 Axeman
2 Hammerhand
3 Mountain Guard
4 Dwarf Warrior
5 Axemaster
6 Hammerguard
7 Battlehammer
8 Dwarf Champion
9 Dwarf Warlord
HALFLINGS
Level Title
1 Halfling Thug

2 Halfling Knave
3 Halfling Purse-Cutter
4 Halfling Charlatan
5 Halfling Master Purse-Cutter
6 Halfling Vagabond
7 Halfling Sneak-Thief
8 Halfling Master Sneak-Thief
ELVES
Level Title
1 Swordsman-Channeller
2 Freebooter-Spellweaver
3 Sellsword-Magus
4 Warrior-Arcanist
5 Swordmaster-Mage
6 Weaponmaster-Summoner
7 Myrmidon-Magister
8 Champion-Warlock
9 Warlord-Arch-Mage
ADVANCED EDITION COMPANION TITLES:
ILLUSIONIST
Level Title
1 Prestidigitator
2 Charmer
3 Dazzler
4 Glamourer
5 Hypnotist
6 Illusioneer
7 Beguiler
8 Phantasmalist
9 Thaumaturge
MONK
Level Title
1 Brother
2 Anchorite
3 Cenobite
4 Eremite
5 Master of Earth

6 Master of Air
7 Master of Water
8 Master of Fire
9 Grand Master
PALADIN
Level Title
1 Squire
2 Chevalier
3 Knight-Errant
4 Knight-Vigilant
5 Knight-Banneret
6 Knight-Crusader
7 Knight-Templar
8 Knight-Protector
9 Knight-Commander
DRUID
Level Title
1 Initiate of Spring
2 Initiate of Summer
3 Initiate of Fall
4 Initiate of Winter
5 Ovate of Nature
6 Voice of Nature
7 Defender of Nature
8 Wrath of Nature
9 Grand Geomancer
RANGER
Level Title
1 Wanderer
2 Rover
3 Scout
4 Gadabout
5 Strider
6 Master Scout
7 Outrider
8 Pathfinder
9 Master Pathfinder

ASSASSIN
Level Title
1 Throat-Cutter
2 Garotteur
3 Murderer
4 Backbiter
5 Master Throat-Cutter
6 Silent Killer
7 Death Dealer
8 Assassin
9 Guildmaster
Retrospective - Meatshields!: The Classic Fantasy Hireling Generator
Given the recent posts at Grognardia and elsewhere about retainers and hirelings, I thought it appropriate
to revisit and perhaps provide some insight into the creation of Meatshields!: The Classic Fantasy Hireling
and Henchmen Generator created by cr0m and myself last spring.
When we created the generator we looked to early articles in Dragon Magazine in addition to the usual B/X
and LL rulebooks and AD&D hardbacks. Because there's conflicting information in spots, specifically the
labels for the different types of followers, we had to make some decisions. I've listed some of the Dragon
articles below, if you are interested.
We pushed and pulled the generator until we managed to find something that suited us. First, we felt it
was important to have different types of followers represented in the generator. Why? In terms of
gameplay, these different follower types facilitate different aspects of the game and thus "play off" the PCs
without being explicitly role-played (although we do that too).
For example, the lowly torch-bearers and porters are human non-combatants who aren't trained warriors
and tend to cower and only fight if cornered. The zero-level human men-at-arms are basic in their gear and
are a tick below the first level PCs but above the unwashed labourers. In our Northern Reaches game, the
M@As tend to have better morale, especially if the PCs have outfitted them with better gear and don't ask
them to do anything they wouldn't do themselves. The demi-human men-at-arms possess their racial traits
and, in some cases, are better equipped (esp. the dwarves), but they are more rare to find. Above the noncombatants and men-at-arms, the PCs can occasionally recruit a human henchman, that is a magic-user,
cleric, or fighter, but as the quality of the follower goes up so does the price. Here's the cost breakdown in
our Northern Reaches game:

HIRELING TYPE

RATE OF PAY TREASURE?

Torch-Bearer/Porter

5sp/day*

Men-at-Arms 1gp(Hu)/3gp(DH)*
Henchmen

n/a

Full

No

No

No

1/2 PC

XP?

Full

*The first 3 days payment must be made in advance. Also, upgrading the weapon or armour of a
hireling/man-at-arms/henchman, or overpaying, may increase their morale score. Men-at-arms begin play
at -2035 experience points and henchmen begin play at zero experience points.

With the excitement of having Meatshields! available, I went overboard with followers in my game. That's
mostly my fault. However, when we began play few had specific experience with Old School D&D so I think
it allowed them to get their characters off on the right foot. Through 9 sessions (of varying length) we have
had 1 PC and 13 followers bite it. It was around session 7 that I took a page from cr0ms game. So many
men-at-arms died in his game that he had them unionize! So I followed suit and renamed the local
followers guild The League of Ordinary Gentlemen and they raised their prices significantly. Since then I've
told the PCs that Guildmaster Osen is "concerned" and may consider raises prices again.
When a follower consistently demonstrates an inability to die, I typically promote them to the next level
up. Torch-bearer to man-at-arms to henchman. The only example so far is Hillgax, Vith's former M@As who
is always first in the marching order. He was promoted to a henchman after several sessions and now
receives a full share of party treasure.
Have you had chance to use the generator? Any memorable followers come forward to accompany your
PCs?
Some interesting References:
Charles Sagui, "Hirelings Have Feelings Too" Dragon 26
Thomas Kane, "The Forgotten characters: A Look at Hirelings, Henchmen, and Followers" Dragon 117
Charles Olsen, "Henchmen and Hirelings: A Review of the Rules on NPCs" Dragon 119
DJs and Dragons: Music in Your Game
I love to use music in my D&D sessions. I really feel it helps establish an atmosphere and sets the tone for
the game. This isn't something we did in the 1908s or 1990s, but it's an aspect of the game I really enjoy.
We D&D players are what Henry Jenkins calls "Textual Poachers." We take the things we find useful and mix
and match them to create something new. This is the case with our musical choices. We setup playlists in
three categories
1. Background (music we play during the beginning, during character generation, etc)
2. Combat (For fighting scenes inbetween dungeon-creeping)
3. Dungeon (for dungeon-creeping)
Each of these three we break down into music taken from video games and music taken from soundtracks.
Here's an example of some of the video game soundtracks we use:
Icewind Dale
Icewind Dale 2
Baldur's Gate
Baldur's Gate Shadows of Amn
Daldur's Gate Dark Alliance*
Neverwinter Nights Trilogy

Oblivion: Elder Scrolls IV


Dragon Age
The Battle for Middle Earth*
The Battle for Middle Earth 2
*I highly recommend these two albums. Also, anything by composer Jeremy Soule or Michael Hoenig will
be great for D&D sessions.
In terms of soundtracks, here are some of my favourites:
Planet of the Apes (brilliant)
Beowulf
The 13th Warrior
Conan the Barbarian
Conan the Destroyer
Krull
Excalibur
10,000 BC
Army of Darkness (surprisingly good!)
300 (select tracks)
The Golden Compass (again, select tracks)
Ralph Bakshi's Lord of the Rings (love this)
Sleepy Hollow
Van Helsing
The Mummy Movies (select tracks)
9 (quite a few good tracks here)
I am quite specific with my music lists, but this will give you some ideas if you tend not to use music in
your game.
Also, I would also like to bring Syrinscape to your attention. This is a program designed to run D&D style
partially-randomized soundscapes as background. The program is customizable too! Check it out.
Please let me know what you use in your games!

You might also like